Nebs was fleeing the fortress. Debs was charging the fortress. Debs turned the corner. Nebs turned the corner.

SMACK! WHAT!?! GERROFF! EWWWWW.....

Lucky for Debs, the fused octopus grants her the power to warp through walls and enemies; an ability she'll need to finish her quest to free the four the sages. Unlucky for Nebs, every freed sage moves them closer and closer to the creature he fears the most.

Looks good. I would make the octopus bounce one frame out of phase with the body movement. When the player's body begins to move up is when the edges of the hat should show their dip. That way, the octopus's tentacles will appear to have inertia.

For the moment I have an Object table that points to an Animation table that points to several Metasprite table entries. Maybe I should simplify this a little bit but it's the most flexible system I could think of. I need at least to have an object table since I have a linked list to spawn/destroy objects, each represented by a byte.

Anyway this isn't about my game, sorry for doing a light derail of your thread.

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If you'd like, I would not mind sharing my metasprite animation format, which allows for variable frame lengths and arbitrary loop points.

I don't want to cheat on this and implement everything by myself but yours could be a good reference so I don't do a dead-end design that's going to be completely replaced once I find out it's not viable. So yeah, you can show me your format, thanks a lot.

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